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Master of Chains

(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 27)

The master of chains is a combatant specializing in the use of chains — specifically the spiked chain — as a weapon.

Requirements

Alignment: Any nongood

Skills: Escape Artist 6 ranks , Open Lock 4 ranks , Intimidate 4 ranks

Feats: Exotic Weapon Proficiency (spiked chain) , Expertise , Improved Trip , Improved Disarm , Weapon Focus (spiked chain) , Weapon Specialization (spiked chain)

Ability Score: Int 13+ (required for Expertise).


Hit die

d10

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: The master of chains is proficient with no weapons, and no type of armor or shield.

Scare: By rattling his chains as a standard action, the master can induce fear in a creature as the spell of the same name, using his class level as the caster level (see the Player's Handbook). The master can use this extraordinary ability only once per day.

Climb Fighting: If master of chains is climbing on a rope or a chain, he suffers no penalty to attacks and foes gain no bonus to attack him, rather than the master of chains losing his Dexterity modifier while climbing and his enemy gaining a +2 on attack rolls against the master of chains. If the master of chains is hanging from a chain that has the ability to swing more than five feet, he can use that to his advantage and gain a +2 dodge AC bonus.

Superior Weapon Focus: Stacking on top of any existing Weapon Focus bonus, this ability grants a master of chains an additional +1 to attack rolls with a spiked chain.

Chain Bind: At 4th level, the master of chains can use his weapon and a quick application of a lock (the whole process requiring a full-round action) to bind a single Small, Medium, or Large creature. This should be treated as an attack with a net, except that the Escape Artist check to escape has a DC of 25, and the burst DC is 30. A chain at least 10 feet long is required to accomplish this. If it is a spiked chain, the entangled creature suffers 1 point of damage per round while entangled unless they remain motionless.

Chain Armor: At 5th level, a master of chains can wrap himself in chains (as long as he has at least 20 feet of chain) to provide him with a +5 armor bonus to AC. For him, there is only a —2 maneuver penalty, no max Dex modifier, and a 30% arcane spell failure chance. Speed is not affected.

Double Chain: At 5th level, the master of chains can choose to use a spiked chain as a double weapon instead of a weapon with reach. (Each round, he can switch how he uses it.)

Extra Lash: At 6th level, a master of chains inflicts an additional +1d6 points of damage with a spiked chain, slashing the foe with extra slack in the chain. He must use the full attack action to use this ability.

Deflect Attacks: As a move-equivalent action, a 6th-level master of chains can use a spinning chain to provide a +4 deflection AC bonus against all attacks coming in from a chosen 180-degree arc. This is an extraordinary ability.

Superior Weapon Specialization: Stacking on top of any existing weapon specialization bonus, this adds an additional +2 to all damage rolls made with a chain or spiked chain.

Superior Spiked Chain: At 8th level, the master of chains can modify his spiked chain so that it leaves cruel barbs behind in the targets it strikes. Using the chain in this way causes victims to bleed 1 hit point per round until a successful Heal check is used to bind the wounds (DC 15) or until magical healing is applied to them. It costs 25 gp to modify a chain in this manner, and 10 gp to add new spikes once the modified chain has been used five times. (After five uses, the modified chain can be used as a normal spiked chain.) Only 8th level and above masters of chains can make and use these specially modified weapons properly—in anyone else's hands they are simply spiked chains.

Swinging Attack: At 9th level, as a full-round action, the master of chains can wrap the end of his chain around an overhead object (something that can sustain his weight) and swing at any target within 10 feet. The foe so attacked is treated as flat-footed and the master gains a +2 attack bonus and inflicts +3d6 damage with this single attack (only one attack is allowed).

Chain Mastery: As a supernatural ability, the master of chains can animate a chain (as the spell animate rope, but with chains) of up to 50 feet in length for 10 rounds. The master of chains can use this ability three times per day plus a number of times equal to his Charisma bonus.

Advancement

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Scare
2nd +2 +0 +3 +0 Climb fighting
3rd +3 +1 +3 +1 Superior Weapon Focus
4th +4 +1 +4 +1 Chain bind
5th +5 +1 +4 +1 Chain armor, double chain
6th +6 +2 +5 +2 Deflect attacks
7th +7 +2 +5 +2 Superior Weapon Specialization
8th +8 +2 +6 +2 Superior barbed chain
9th +9 +3 +6 +3 Swinging attack
10th +10 +3 +7 +3 Chain mastery

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Craft INT no no
Escape Artist DEX no yes
Hide DEX no yes
Intimidate CHA no no
Open Lock DEX yes no

Spells for Master of Chains

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